Difference between revisions of "Long Range Missiles"

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m (Weapon Stats: updated to most recent stats (0.8.6); still need to update fluff)
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==Weapon Stats==
 
==Weapon Stats==
for 0.5.4
+
All stats are current as of release 0.8.6.
{| cellpadding=4 align="center" cellspacing=0 style="text-align:right; background:#101010; border:1px solid #303030"
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|- class="stripe_green" style="height:40px; text-align:center"
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{| border="1" width="100%" cellspacing="0" cellpadding="1" class="wikitable" style="border: 1px solid #2d936b; text-align:center; background:#101010;"
! Weapon || Range || Ammo || Heat || Damage<br>&amp; [[damage types|type]] || Splash || Shots per<br>minute || Mech<br>dmg/s
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|- class="stripe_green" style="height:50px; text-align:center"
 +
! style="width: 10%" | '''Weapon'''
 +
! '''Lock Range'''
 +
! '''Max Range'''
 +
! '''Min Range'''
 +
! '''Ammo/ton'''
 +
! '''Heat'''
 +
! '''Damage'''
 +
! style="width: 6%" | '''[[Damage types|Damage Type]]'''
 +
! '''Secondary Damage'''
 +
! style="width: 6%" | '''Secondary Damage Type'''
 +
! '''Splash Radius'''
 +
! '''Shots/min'''
 +
! '''Mech Damage/sec'''
 +
! '''Heat/sec'''
 +
! '''Ammo Cost/ton'''
 +
! '''Max Damage/ton Ammo'''
 +
! class="unsortable" | '''Notes'''
 +
|-
 +
 
 +
<!-- Use this template when adding new missile weapons. It should match the column format above.
 +
| [[Weapon]]
 +
| Lock Range
 +
| Max Range
 +
| Minimum Range
 +
| Ammo/ton
 +
| Heat
 +
| Damage
 +
| Damage Type
 +
| Secondary Damage
 +
| Secondary Damage Type
 +
| Splash Radius
 +
| Shots/min
 +
| Mech Damage/sec
 +
| Heat/sec
 +
| Ammo Cost/ton
 +
| Max Damage/ton Ammo
 +
| Notes
 +
|-
 +
-->
 +
 
 +
| (C)LRM5
 +
| 1000m
 +
| 1470m
 +
| LRM 100m<br>CLRM 20m
 +
| 180
 +
| 28.5
 +
| 5x 87.17
 +
| Missile
 +
| 5x 87.17
 +
| Frag
 +
| 1m / 3m
 +
| 15
 +
| 114.41
 +
| 7.13
 +
| 850
 +
| 16475.67
 +
| Missiles fly straight when mounted on air units<br>Clan LRMs have lower arc than IS LRMs
 
|-
 
|-
! (C)LRM5
+
 
| 1700m || 180 || 26,7 || 435 missile<br>435 frag || 1<br>3 || 15 || 114
+
| (C)LRM10
 +
| 1000m
 +
| 1470m
 +
| LRM 100m<br>CLRM 20m
 +
| 180
 +
| 88
 +
| 10x 87.17
 +
| Missile
 +
| 10x 87.17
 +
| Frag
 +
| 1m / 3m
 +
| 10
 +
| 152.55
 +
| 14.67
 +
| 850
 +
| 16475.67
 +
| Missiles fly straight when mounted on air units<br>Clan LRMs have lower arc than IS LRMs
 
|-
 
|-
! (C)LRM10
+
 
| 1700m || 180 || 53,5 || 871 missile<br>871 frag || 1<br>3 || 10 || 152
+
| (C)LRM15
 +
| 1000m
 +
| 1470m
 +
| LRM 100m<br>CLRM 20m
 +
| 180
 +
| 129
 +
| 15x 87.17
 +
| Missile
 +
| 15x 87.17
 +
| Frag
 +
| 1m / 3m
 +
| 8.33
 +
| 190.69
 +
| 17.92
 +
| 850
 +
| 16475.67
 +
| Missiles fly straight when mounted on air units<br>Clan LRMs have lower arc than IS LRMs
 
|-
 
|-
! (C)LRM15
+
 
| 1700m || 180 || 80,2 || 1307 missile<br>1307 frag || 1<br>3 || 8,3 || 190
+
| (C)LRM20
 +
| 1000m
 +
| 1470m
 +
| LRM 100m<br>CLRM 20m
 +
| 180
 +
| 176
 +
| 20x 87.17
 +
| Missile
 +
| 20x 87.17
 +
| Frag
 +
| 1m / 3m
 +
| 7.5
 +
| 228.83
 +
| 22
 +
| 850
 +
| 16475.67
 +
| Missiles fly straight when mounted on air units<br>Clan LRMs have lower arc than IS LRMs
 
|-
 
|-
! (C)LRM20
 
| 1700m || 180 || 106,9 || 1743 missile<br>1743 frag || 1<br>3 || 7,5 || 228
 
|- class="stripe_green" style="height:40px; text-align:center"
 
! Weapon || Range || Ammo || Heat || Damage<br>&amp; [[damage types|type]] || Splash || Shots per<br>minute || Mech<br>dmg/s
 
 
|}
 
|}
 
<br>
 
<br>
The non-clan versions have 100 m minimum range. To get a lock on a target it takes 2.5 seconds and is only possible in a range of 1000 meters.  
+
The Inner Sphere versions have 100 m minimum range. To get a lock on a target it takes 2.5 seconds and is only possible in a range of 1000 meters.  
  
 
===LRMs vs. CLRMs===
 
===LRMs vs. CLRMs===
Currently LRMs and CLRMs are functionally identical except CLRMs do not have a minimum range. The best way to take advantage of this is to get a lock on the intended target then aim low to compensate for the CLRMs upward arc following launch. This will give the missiles a flatter trajectory and increase the chance of scoring hits, although striking with many of the missiles can be difficult.
+
Currently LRMs and CLRMs are functionally identical except CLRMs do not have a minimum range. The best way to take advantage of this is to get a lock on the intended target then aim low to compensate for the CLRMs upward arc following launch. This will give the missiles a flatter trajectory and increase the chance of scoring hits, although striking with many of the missiles can be difficult.
  
 
===LRM Launchers and Indirect Fire===
 
===LRM Launchers and Indirect Fire===

Revision as of 03:33, 4 August 2017

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Long Range Missiles, or LRMs, are long range support weapons capable locking onto targets and of indirect fire when supported by NARC or TAG systems to direct the missiles.

Overview

A Bushwacker firing an LRM15.

Although individually the missiles from an LRM launcher don't deal much damage, taken as a whole salvo the combined firepower adds up quickly. The weapon's long range and ability to be fired indirectly (with the aid of NARC or TAG) make it the most popular support weapon in MWLL. Several LRM equipped units working together have the ability to quickly cripple or destroy enemy units from relative safety.

There are three important things to keep in mind about LRM weapons. First is that the missiles only have modest maneuverability and can have difficulty striking fast-moving targets. Second is that, like all missile weapons, if the target is protected by an AMS fewer (or in the case of the smaller launchers, none) of the missiles will manage to reach the target. Finally, because the missiles arc into the air upon launch it can be very difficult to hit targets at shorter range. This makes Long Range Missiles best used against less maneuverable targets and fired off in the largest groupings possible to help saturate any AMS defenses.





Weapon Stats

All stats are current as of release 0.8.6.

Weapon Lock Range Max Range Min Range Ammo/ton Heat Damage Damage Type Secondary Damage Secondary Damage Type Splash Radius Shots/min Mech Damage/sec Heat/sec Ammo Cost/ton Max Damage/ton Ammo Notes
(C)LRM5 1000m 1470m LRM 100m
CLRM 20m
180 28.5 5x 87.17 Missile 5x 87.17 Frag 1m / 3m 15 114.41 7.13 850 16475.67 Missiles fly straight when mounted on air units
Clan LRMs have lower arc than IS LRMs
(C)LRM10 1000m 1470m LRM 100m
CLRM 20m
180 88 10x 87.17 Missile 10x 87.17 Frag 1m / 3m 10 152.55 14.67 850 16475.67 Missiles fly straight when mounted on air units
Clan LRMs have lower arc than IS LRMs
(C)LRM15 1000m 1470m LRM 100m
CLRM 20m
180 129 15x 87.17 Missile 15x 87.17 Frag 1m / 3m 8.33 190.69 17.92 850 16475.67 Missiles fly straight when mounted on air units
Clan LRMs have lower arc than IS LRMs
(C)LRM20 1000m 1470m LRM 100m
CLRM 20m
180 176 20x 87.17 Missile 20x 87.17 Frag 1m / 3m 7.5 228.83 22 850 16475.67 Missiles fly straight when mounted on air units
Clan LRMs have lower arc than IS LRMs


The Inner Sphere versions have 100 m minimum range. To get a lock on a target it takes 2.5 seconds and is only possible in a range of 1000 meters.

LRMs vs. CLRMs

Currently LRMs and CLRMs are functionally identical except CLRMs do not have a minimum range. The best way to take advantage of this is to get a lock on the intended target then aim low to compensate for the CLRMs upward arc following launch. This will give the missiles a flatter trajectory and increase the chance of scoring hits, although striking with many of the missiles can be difficult.

LRM Launchers and Indirect Fire

The arcing trajectory of LRM launchers makes them ideal for indirect fire support, with the launching unit protected by a wall or ridge. In order to work, however, the launching unit(s) require the aid of a spotter equipped with either TAG or NARC. With the spotter designating targets the LRM's can be fired in the direction of the target and will attempt to home in on the marked unit. One very important thing to keep in mind is that the LRM launching units must be operating under Active Radar in order for their missiles to track the TAGed or NARCed unit.


Canon

Long Range Missiles were developed for range rather than punch and were first introduced in the early 2300's by the Terran Hegemony. They are typically deployed in five tube groups, up to twenty tubes in a single launcher, although Clan ProtoMechs make use of smaller numbers of tubes. Standard LRM's proved to be quite versatile, capable of indirect fire support missions and were easily upgraded with Artemis IV FCS, enhancing the the accuracy of the missiles, and could even accept a variety of special munitions.

Clan LRM launchers are both lighter and more compact than their Inner Sphere counterparts. In addition, the Clan launchers lack the ballistic launch angles of Inner Sphere LRM racks, making them much more accurate at short range.

Usage

The following vehicles equip these weapons.

(C)LRM5 (C)LRM10 (C)LRM15 (C)LRM20

See Also